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Boco
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who was once King for a week.
Jan 2001 time: 00:32
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I once monkeyed around with a helicopter-as-ship theme, too. In that case, it wasn't so much having air units that was a problem, but rather working out tricks to have coexisting land campaigns. That led to a lot of 'coastal' units - most neutral, some enemy, and only a few friendly. Also toyed with 'Colliers', naval settlers, that could refuel naval units when they formed a 'refueling rendezvous' (it created a city graphic challenge). Anyway, it became a mess that quickly defeated me. The idea can work in a strictly limited setting, but it's tough to pull off when you want a lot of land stuff and submarine-air-units, too.
If you can work something out, let us know. It'll earn you everlasting fame and gratitude!
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Frank Johnson
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Houston, TX
Jan 1970 time: 23:32
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Well as far as diplo games are concearned. and civ2 as a whole, there's alot of symbolizism and rationalizing involved with all military units.
I mean, there's not any ship that can repair its self out in the middle of the ocean simply by sitting still. No ship has enough food or supplies, or ammo to do the things we sometimes do with ships in civ2. Its just one of the failing that civ3 tried to correct and did only in a mediocre fassion.
Basicly, we've got to assume that when we build a ship (or actually any military unit) the sheild cost, and the support of that vessal or the government backing it up has the logistics in place to fuel and resupply that vessal. Its unrealistic, and not the best possible setup, but do we really need to make naval combat any harder? Ships in civ2 are already hugely slow. The best warships cost tons in either gold or production, and constantly cause unhappiness that's easier to avoid with land units. In fact in our diplo games, we go out of our ways to make naval vessals alot faster than they usualy are just to make them feasable and more important. And with what, 7 years of poking holes in the rules.tct there's still been no easy way to incorperate limited range ships into the game with out messing up alot of other stuff.
So I guess we just gotta deal. :/
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Thoddy
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Hannover, Germany
Jan 2001 time: 06:32
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quote: Originally posted by N35t0r
If what you're looking for is a 'torpedo bomber', ie a plane that can only attack sea units, IIRC if you give an air unit the sub flag, it will only be able to attack sea units. I use this in my personal modpack for a torpedo bomber, cheaper than regular bombers but slightly stronger, yet unable to attack land targets. The AI is dumb with them, though. |
use the rocket flag, the AI will use this weapon in a significant better way against ships, because of "Warping" .
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Sore Loser
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Aarhus, Denmark
Sep 2003 time: 06:32
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While not being fancy and certainly not practical, there is the option of making it a self-imposed rule. Manually keeping track of each unit's progress would be cumbersome, maybe the shell units above could be replaced with supply/fuel units; one must be disbanded every turn or the ship sinks. Different fuel/supply units could then be developed.
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Sore Loser
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Aarhus, Denmark
Sep 2003 time: 06:32
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Elaborating on the above, each ship can carry a lot more units, but must disband one "Supply" unit each turn. This way, exploration will be more difficult and will likely require outposts for resupplying. Additionally, the more units you have onboard, the shorter the distance you can sail before resupplying. Supplies could cost zero production points, making outposts more useful.
This system could be used for units as well. The main problem is that one supply unit (taking at least one whole turn of production to complete) is *very* expensive for mainintaining just a single unit for one turn. And one unit every second or third turn is just messy. On the other hand, this creates more emphasis on different city types, making outposts more valuable.
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Sore Loser
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Aarhus, Denmark
Sep 2003 time: 06:32
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I've done some testing with the supply unit concept, and it works really well. I've set the size of rows in the shield box to 4 to lower the cost of supplies. At the same time, ships can move farther to make sure they're still useful. Triremes can move 6 squares, meaning that they can explore three squares in any direction without needing supplies. If a ship starts a turn outside of a friendly port (own city, or if you docked at an ally's city last turn), you must disband a unit of supplies. If you cannot, you must disband the ship and all units it carries. I've increased the cargo hold of triremes to 8. Units take 2 spots, supplies take one.
It doesn't work well for units at all, it would just be cumbersome. But I don't think it's too much of a hassle for ships.
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